im seriously a noob when it comes to bounds.so if any 1 can help me get started i would like it. i have a scmdraft2 map editor and i was wondering how i make a bound i really want to know, if u cant help plz dont replie i hate it when people like diss me cause i dont know.

Well, it all depends on what kind of tricks you add. With Explosion dodging tricks, its all about the complexity of the explosion sequence and the trail through it. With other tricks, it can be totally different. Before anyone can help you, you have to specify what you want help on. How you make a bound is too general. That's like saying, "How do you eat with a fork?"
First, you make 255 locations on the map in random places. Now, preplace a zergling for each player. Then make this EXACT trigger:
| Trigger |
| Description: |
| Bound Trigger |
|
| Players: |
| ¤ Player 8 (Computer) |
| Conditions: |
| ¤ Always. |
| Actions: |
¤ Create 1 unit at location for Player 8.
|
¤ Kill all any unit at location for All Players.
|
| ¤ Preserve trigger. |
You replace what's in blue. Now copy that trigger for every location on your map.
There you have it. You have successfully created ANOTHER useless bound!
I think it's eaiser to learn by creating maps and learning from your mistakes rather then just looking at what other people do...
Hey, Ultimo, what the krap do you think mapmaking assistance is for? Learning 'HOW' to make your own mistakes and fix them.
Please never ask this question here ever again.
Dk that was a little harsh... Silent(U) made a pretty cool bound. I've seen some pretty good ones on battle.net too, it just doesn't use any mapping skill to make.
ok i see the trigger but how do i get the units into a formation and die the do another formation and repeats it
Look at the triggers. I am sure you will understand. Look at it and think for a while. That's how I learnt it.
ok i understand but what about the swithes i dont understand the swithes thats all i want to know now

Im sorry but, if you dont know what switchs do go into the help file for SCXE. It explains things clearly. For future refrence I suggest narrowing your question or having multipule ones in the same thread not just something like this "How do I make a bound" say something like this "what goes into making a bound?"
Anyways DK is right bounds get no respect at all. There are way to many and almost all are the same. Defence maps are getting to be the same way. If you really must make a bound Think new stuff up. Dont even look for insperation. I suggest you learn more about how triggers work and what they do (Yes what all of them do individually) Once you have a good understanding of how things work its easy to make them work in new and diffrent way.
And if you make a generic bound map its not gona hurt you but you most likely wont get much out of the experiance.
Ya, but when you think about it "most" bound triggers are very simple. And thats all they are are triggers basiclly. Most people see maps in "classes" Bound would be the bottom and Rpg type maps would be close to the top if not the top.
If you need to know why, its because Bounds require good trigger skills, and Rpg maps require trigger skills, balancing skills, lost of Imagination, the ability to interlock things so they interact flawlessly. (Note there are acceptions!)
Anyway thats my 2 cents.
Bounds are actually very complex. What makes them simple is people have generalized them way to much. And have like freaking list telling you exactly how to do it. People now days don't learn to make a bound, they learn to copy the triggers and that is useless.
If you have never seen a bounds triggers and learn to make one without tutorials or someone showing you step by step, then you have moved up to a much higher level than the one required to make most rpgs. In most RPG maps, all the actions of triggers are independant of eachother. There are more differant things, but its is triggered on a cause / effect level where trigger order or action order normaly doesn't matter. Bounds on the other hand require you to think outside of the box and combine the actions and triggers to create your own trigger system.
QUOTE(LegacyWeapon @ Mar 24 2005, 09:41 AM)
Actually the experience I gained from making a bound was so great it raised me from Average to Advanced

Holy shit we have tutorials for everything!
http://www.staredit.net/index.php?tutorial=116[right][snapback]171555[/snapback][/right]
Really? Did you know you can make Starcraft crash if you have a trigger that doesn't have a action? *Max looks at the tutorials and attempts to find a tutorial on this*. Nope, we don't have tutorials for everything - yet!
QUOTE((U)Bolt_Head @ Mar 25 2005, 01:07 AM)
Bounds are actually very complex. What makes them simple is people have generalized them way to much. And have like freaking list telling you exactly how to do it. People now days don't learn to make a bound, they learn to copy the triggers and that is useless.
If you have never seen a bounds triggers and learn to make one without tutorials or someone showing you step by step, then you have moved up to a much higher level than the one required to make most rpgs. In most RPG maps, all the actions of triggers are independant of eachother. There are more differant things, but its is triggered on a cause / effect level where trigger order or action order normaly doesn't matter. Bounds on the other hand require you to think outside of the box and combine the actions and triggers to create your own trigger system.
[right][snapback]172167[/snapback][/right]

n topic: I disagree with bolt when it comes to most generic bounds. However, bounds like girl bound, one location bound, and dodge the spikes I have to agree with bolt on.
Bolt your's and other bound maps are AWSOME. Dont get me wrong. But the normal bounder doesnt care about what makes it "special" or how much time you put into it. Now are there alot of crap bounds yes. Are there alot of crap Rpg's yes. (All those danmed crappy lotr maps). When it comes down to it Bounds are about "fluff". They require trigger skills and tile skills. The only variable in a bound is more or less triggers. Making an Rpg doesnt even require SF, or SCM. It does require you to think more about what the player may do in game. Its like this, when playing a bound you are locked in a track. When playing a Rpg you are in a car and are able to move freely. But I think this way because I'am a believer in game play. Which is often lacking Bounds and made up for in "fluff". However both maps have acceptions. If you want to learn good trigger skills make bounds ON YOUR OWN (Just like bolt said). But I just see more satisfaction in know Ive made something I can myself have fun on. I made a bound once (It sucked) but I didnt get that feeling. (Its not because it sucked, its because I just dont see bounds as highly as Good Rpg's).